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About Sir William RaltiasVitals:
HP:13/13 Initi:+2 AC:19=10+(6 armor,1 Dex,2 shield,) Speed:30 Fort:5 Refl:1 Will:0 BAB:+1 CMD:14 CMB:+4 Racial Traits:
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Class Traits:
Weapon and Armor Proficiency: Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).Armor Proficiency: An emissary does not gain proficiency with heavy armor.
Bonus Feats: An emissary can select Endurance, Fleet, or Run in addition to the list of combat feats whenever he gains a bonus feat. 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. Mount (Ex): 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. 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. In or Out of the Saddle (Ex): At 1st level, an emissary gains Mounted Combat as a bonus feat. In addition, he can move at normal speed when wearing medium armor. This ability replaces tactician. 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. Expert Trainer (Ex): At 4th level, a cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to 1/2 his cavalier level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC. Battlefield Agility (Ex): At 5th level, an emissary learns to be more aware of the threats that surround him in combat, and shares this awareness with his loyal steed. Both the emissary and his mount gain Mobility as a bonus feat. This ability replaces banner. 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. Mounted Acrobatics (Ex): At 9th level, an emissary is even more adept at hopping on and off his steed, and even dropping alongside its flanks mid-gallop. He gains Trick Riding as a bonus feat, even if he does not meet the prerequisites. The emissary can employ this feat even when wearing medium armor. This ability replaces greater tactician. 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. Mounted Dervish (Ex): At 14th level, an emissary becomes a fearsome, mobile foe on the battlefield. He gains Mounted Skirmisher as a bonus feat, even if he does not meet the prerequisites. In addition, whenever the emissary is mounted and takes the charge action, he adds 10 feet to his mount's speed. This ability replaces greater banner. 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. Erratic Charge (Ex): At 20th level, an emissary learns to ride through the thick of combat, striking and then moving away with blinding speed. Whenever the emissary is mounted and takes the charge action, he can first move 10 feet and make a melee attack. This first attack is not a charge, but a regular melee attack, and the movement counts toward the total allowed movement for the round. After making this attack, the emissary must still move in a straight line to reach the target of his charge, and he takes a –5 penalty on the attack roll for the attack at the end of his charge. This ability replaces supreme charge.
Order:
Skills/Feats/Traits:
Skills(rank+class/Ability/Other)
Bluff (Cha),4/2/2 Climb (Str),0/3/0 Craft (weaponsmithing)(Int),4/1/0 Diplomacy (Cha),4/2/2 Disable Divice (Dex),0/1/0 Handle Animal (Cha),4/2/0 Intimidate (Cha),0/2/0 Linguistics (Int),0/1/0 Profession (soldier)(Wis),4/0/0 Ride (Dex),4/1/0 Sense Motive (Wis),4/0/0 Swim (Str),0/3/0 Feats
Traits
Rich Parents: You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure, you enjoy a one-time benefit to your initial finances—your starting wealth increases to 900 gp. Mount(Regin):
HORSE CR 1 N Large animal Init +2; Senses low-light vision, scent; Perception +6 DEFENSE AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
Speed 50 ft.
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
SPECIAL ABILITIES Docile (Ex) Unless specifically trained for combat (see the Handle Animal skill, a horse's hooves are treated as secondary attacks.
The statistics above are for a typical riding horse, called by some a "light horse." Some horses are larger and heartier, bred for labor such as pulling plows or carriages. These horses are called "heavy horses" and gain the following adjustments to the base statistics detailed above.
Inventory:
Gp:8
Mw. Chainmail, silvered longsword, Lance, mw. Short-sword, animal feed (5 days), a backpack, a bedroll, a belt pouch, a bit and bridle, a flint and steel, an iron pot, a mess kit, a riding saddle, rope, saddlebags, soap, torches (10), trail rations (5 days), and a waterskin, studded leather barding, military saddle, saddlebags, H.steel shield, attacks:
silver longsword:+4 1d8+3 19-20/x2 Mw. shortsword:+5 1d6+1 19-20/x2 Lance:+4 1d8+4 20/x3 Fluff:
It has always been true that William Raltias is the son of a renown Dragonslayer. He has always been raised with the gold of the serpent, and it's fowl acquired wealth. His father had been the one to lay the last blow upon the dragon himself... an honor that he bragged about every day... and William was sick of it. He told himself he would not be like his father, a proud man who though only of himself. So, William taught himself the way of the Cavalier. to fight with honor and respect, to be disciplined and orderly. he joined a knight as a squire and they traveled to Trunau to fight the Giants and orcs that ravaged the area. it was there that his teacher Died... to the very creature that was responsible for William's wealth... a Dragon. now he lives in Trunau, waiting for the dragon to return so that he could drive his lance through the fowl serpents black heart. Ties to Trunau: William's teacher died here, to the claws of a dragon. He is bent on slaying the very beast that did this, to carry on his teacher's training and slay the Dragon once and for all. Why stay in the area: William is honor-bound to protect the innocents in this land. So he will stay to uphold his honor and show that he actually means something. He will defend those under the threat of The monsters in the mountains.
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