Alain

Sir Terramor the Blue Knight's page

384 posts. Organized Play character for Tarondor.


Full Name

Sir Terramor, The Blue Knight

Race

Human

Classes/Levels

Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

Gender

Male

Size

Medium

Age

27

Alignment

Lawful Good

Deity

Sarenrae

Languages

Common (Taldan), Osiriani

Strength 19
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 10
Charisma 10

About Sir Terramor the Blue Knight

PFS # - 2405-5

Statblock:

Sir Terramor the Blue Knight
Male human (Taldan) cavalier (honor guard, strategist) 10 (Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Combat 37, 39)
LG Medium humanoid (human)
Init +2; Senses Perception +13
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Defense
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AC 25, touch 12, flat-footed 24 (+10 armor, +1 deflection, +1 Dex, +3 shield)
hp 85 (10d10+21)
Fort +10, Ref +6, Will +4; +4 morale vs. fear (+6 with some abilities)
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 adamantine longsword +15/+10 (1d8+5/19-20) or
. . dagger +14/+9 (1d4+4/19-20)
Ranged composite longbow +12/+7 (1d8+4/×3)
Special Attacks banner +3, challenge 4/day (+12 damage, allies gain +4 to hit), greater tactician 4/day (Broken Wing Gambit or Paired Opportunists, swift action, 8 rds)
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Statistics
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Str 19, Dex 14, Con 14, Int 14, Wis 10, Cha 10
Base Atk +10; CMB +14; CMD 27
Feats Bodyguard[APG], Broken Wing Gambit[UC], Combat Expertise, Combat Reflexes, Gang Up[APG], Mounted Combat, Paired Opportunists[APG], Power Attack, Ride-by Attack, Skill Focus (Handle Animal), Swift Aid[APG]
Traits insider knowledge, sacred touch
Skills Acrobatics -4 (-8 to jump), Bluff +8, Climb +6, Diplomacy +14, Handle Animal +14 (+18 to force this mount into an Unnatural Aura.), Knowledge (local) +14, Knowledge (nobility) +10, Linguistics +3, Perception +13, Ride +9 (+13 to force this mount into an Unnatural Aura.), Sense Motive +13, Survival +5 (+10 to provide food and water for allies or to protect allies from harsh weather), Swim +3
Languages Ancient Osiriani, Common, Osiriani, Sylvan
SQ aid allies, drill instructor, intercept, mount (horse named Morningstar), order of the dragon, strategy, sworn defense
Combat Gear cold iron arrows (50), potion of align weapon (x2), potion of cure moderate wounds, potion of protection from evil (5), resplendent uniform coat[UE], vambraces of the tactician[UE], wand of cure light wounds (10 charges), alchemist's fire (3), antitoxin (3), troll styptic (4), weapon blanch (ghost salt) (2); Other Gear +1 champion hosteling full plate, +1 rallying heavy steel shield, +1 adamantine longsword, masterwork cold iron lance, composite longbow (+4 Str), dagger, belt of giant strength +2, champion's banner, cloak of resistance +1, ring of protection +1, 3 vials of deepsheen (as silversheen, but gives the weapon the properties of cold iron instead ) (worth 750 gp, 3 lb), belt pouch, candle (5), charcoal stick (5), crowbar, flint and steel, grappling hook, masterwork backpack[APG], signal horn[APG], sunrod (3), twine (50')[APG], whetstone, 1,027 gp
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Special Abilities
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Aid Allies +4 (Ex) Aid Another grants +4
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Banner +3/+2 (Ex) Allies who can see your banner gain +3 save vs. fear & +2 to hit while charging.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Broken Wing Gambit Grant opponent bonus to hit you, but opponent's attack provokes attacks of opportunity
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dragon's Challenge +12 (4/day) (Ex) +12 to damage target, -2 AC vs. others when used, allies gain +4 to hit the target of your challenge.
Drill Instructor (15 minutes) (Ex) Spend 10 minutes and 1 use of challenge, to grant teamwork feat to four allies for 15 minutes.
Gang Up You are considered to be flanking your target if two allies threaten that target
Greater Tactician (Broken Wing Gambit or Paired Opportunists, 8 rds, 4/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Intercept Increase AC bonus granted to ally from aid another by +1.
Mount (Ex) Gain the services of a special animal companion.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ride-By Attack You can move - attack - move when charging mounted.

Strategy (Ex) At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself ). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.

Swift Aid Can Aid Another as a swift action, but only grants a +1 bonus.
Sworn Defense (Ex) Select a ward during a challange, sacrificing AC to grant bonus to ward's AC.
Vambraces of the tactician (1/day) As a swift action, can increase area of tactician ability to a 60 ft radius.

Boons:

RIDDLEPORT RESPECT - +2 Intimidate checks in Riddleport (The Cyphermage Dilemma)

MANTLE OF THE BLACK RIDER - 1/day as Swift action, can gain +1 STR for one minute.

TRUE ALLY OF THE LANTERN LODGE - When you spend 1 prestige point to gain a +4 bonus on any one skill check while in Tian Xia, the bonus increases to +5. If you are in Goka, the bonus instead increases to +6.

FOOL ME ONCE - +2 bonus on Sense Motive checks against current and former Pathfinders.

FRIENDS OF THE FEY COURT - +2 Diplomacy v. Fey creatures.

ACCUMULATING AN ARMY - Elven Rangers

Have a Squire (Bellamy), who cares for my armor, weapons and mount.

Tactical Note:
With Aid Allies,Bodyguard and Intercept, I can burn an Attack of Opportunity whenever an adjacent ally is attacked to give that ally a +5 to AC.

Animal Companion:

Morningstar
Male horse
N Large animal
Init +3; Senses low-light vision, scent; Perception +12
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Defense
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AC 26, touch 12, flat-footed 23 (+4 armor, +3 Dex, +10 natural, -1 size)
hp 76 (9d8+36)
Fort +10, Ref +9, Will +4 (+4 morale bonus vs. Enchantment spells and effects); +4 morale bonus vs. fear and emotion effects.
Defensive Abilities evasion
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Offense
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Speed 50 ft.
Melee bite +10 (1d4+5), 2 hooves +8 (1d6+2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 16, Con 19, Int 3, Wis 12, Cha 6
Base Atk +6; CMB +12; CMD 25 (29 vs. trip)
Feats Bodyguard[APG], Combat Reflexes, In Harm's Way[APG], Power Attack, Valiant Steed
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Throw Rider, Work
Skills Acrobatics +1 (+9 to jump), Perception +12, Swim +7
SQ attack any target, combat riding, devotion, fetch, flank, flee, get help, multiattack / extra attack, throw rider, work
Other Gear chain shirt, mwk cold iron lance, mwk cold iron longsword, bedroll, climber's kit, cold weather outfit, hot weather outfit[APG], silk rope (50 ft.), waterskin, winter blanket
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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.
Attack Any Target [Trick] The animal will attack any creature on command.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fetch [Trick] The animal will get a specific object.
Flank [Trick] Attempts to attack and flank indicated enemy.
Flee [Trick] Attempts to run away or hide.
Get Help [Trick] Attempts to bring back people it considers "help"
In Harm's Way When you aid another's AC and the attack succeeds, you may take the damage and effects of that attack yourself.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Multiattack / Extra Attack (Ex) Multiattack or second attack with primary weapon at a -5 penalty.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Throw Rider [Trick] Attempts to throw creature riding it to ground.
Valiant Steed +4 vs. fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.
Work [Trick] The animal pulls or pushes a medium or heavy load.

Background:
Born into minor Taldan nobility best known for operating superb horse farms, Sir Terramor was raised in the tradition of the Taldan Horse legions, trained to be a peerless mounted warrior almost from the time he could walk. He served as a knight in the Horse Legions until he was injured by a frost giant come down from the Fog Peaks.

Helped through his convalescence by Sir Laribold Croome, the Gentleman Explorer, Sir Terramor then joined the Pathfinder Society to repay the eccentric Croome and found he liked it. Since leaving the Taldan Horse, Sir Terramor has always painted his shields an unadorned blue to make it clear that he is not operating on behalf of Taldor or its army.

Personality:
Sir Terramor is a leader who cares deeply about the people in his charge, even when they are perfectly capable of protecting themselves. In combat, he will usually be found protecting the most vulnerable of his companions with his famous shield, as well as rallying his allies to greater success.

Out of combat, the armored knight is surprisingly urbane, speaking several languages and bearing a keen interest in the lands and people he encounters on his travels.

History With the Pathfinder Society:

#49: Among the Dead (09/11/2010) (Credit as GM)
#3-21: The Temple of Empyreal Enlightenment (08/16/2012)
#4–15: The Cyphermage Dilemma (08/18/2012)
#61: Shards of Sin (Shattered Star 1 of 6) (01/13/2013) (Credit as GM)
#67: The Snows of Summer (Reign of Winter 1 of 6) (05/25/2013)
#4–21: Way of the Kirin (07/27/2013)
#4–23: Rivalry's End (08/10/2013)
Pathfinder Society Special: Ruins of Bonekeep—Level One: The Silent Grave (08/15/2013)
#5–14: Day of the Demon (08/18/2013)
Realm of the Fellnight Queen (10/17/2013)
#3-10: The Immortal Conundrum (11/14/2013)
#5–05: The Elven Entanglement (12/19/2013)
#5–03: The Hellknight's Feast (12/31/2013) (Credit as GM)
#6–04: Beacon Below (11/05/2014)
Broken Chains (04/23/2015)
#06-21 Tapestry's Toil (06/09/2015)
#06-23 The Darkest Abduction (08/27/2015)

Introduction:
Name: Sir Terramor
Player: Tarondor (Scott Nolan)
PFS Number: 2405-5
Faction: Grand Lodge
Day Job: Day Jobs are for peasants!