Yander is a tall half-elf at almost six feet with sandy blonde hair, blue eyes, and slightly pointed ears. The blood of his human father runs strong in his veins. His father was a knight in the service of a midling-ranked Duke in Taldor and his mother was an elf sorceress who spent a decade in service at the Duke's court.
The most distinctive thing about Yander's appearance is the ancient suit of full plate he wears. Generations out of date and looking hopelessly antiquidated, this family heirloom draws scoffs and scorn from rich, well-born knights who can afford the latest fashions and best equipment. The armor is perfectly serviceable and the runes laid down upon it in the past by smiths and wizards still function today. The armor's enchantments or its age aren't its most unique quality, because Yander's armor isn't just magic, it's haunted.
The spirit of Yander's third great grandfather, who died bravely in the defense of Taldor, still inhabits the armor. This spirit and Yander's gifts work to transform the suit into a mighty weapon of war. The spirit is something of a human traditionalist and occasionally when called forth will make acerbic comments regarding Yander's father's choice of an elf as a consort.
Three months ago, Yander was chosen to accompany the escort of his liege's youngest daughter, Tabitha on a journey to visit the temple's of Niswan on the island of Jalmarey. Yander had always fancied the girl, though she was above his station, and leapt at the chance to accompany her honor guard across Qadira and then on to Jalmarey.
During the journey, the party was beset by a young blue dragon seeking to carry off the virginal maiden. While other men fled or were slain, Yander interposed himself between the beast and the girl and did battle. While sheathed in lightning from the dragon's breath and grievously wounded by its claws, Yander landed a mighty blow that severed its neck and saved the girl.
Yander collapsed from his wounds and was feverish recovering for the remainder of the trip. It took a month in a hospice in Jalmarey before he recovered. When he regained his wits and strength he found that Tabitha had become enthralled by and engaged to a local noble, giving no more thought to her rescuer.
The girl's major-domo had arranged for his healing and left a reward of a thousand gold for saving her, but now it was up to Yander to either return to Taldor or occupy himself in Jalmarey
Sir Yander Royce - lvl6 Ges CavOcc
Male half-elf cavalier (gendarme) 6/occultist (battle host) 6/gestalt 6/Marshal 2 (Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Occult Adventures 46, 100, Pathfinder RPG Ultimate Combat 37)
LN Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +12
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Defense
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AC 23, touch 11, flat-footed 22 (+11 armor, +1 Dex, +1 natural)
hp 80 (6d10+32) / 92 (focus)
Fort +8/+10, Ref +4/+6, Will +6/+8; +2 vs. enchantments
Defensive Abilities hard to kill; Immune sleep
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee
..+1 greatsword +13/+8 (2d6+10/19-20) or
..+1 greatsword (power attack-furious focus) +13/+6 (2d6+16/19-20)
. . dagger +12/+7 (1d4+6/19-20) or
. . mwk lance +13/+8 (1d8+9/×3)
Special Attacks banner +2, cavalier's charge, challenge 2/day (+6 damage, allies gain +2 to hit), mythic power (7/day, surge +1d6)
Occultist Spell-Like Abilities (CL 6th; concentration +11)
. . 1/day—spirit warrior
Implement Schools (12 generic focus)
. . Abjuration (Armor, 4 points) Resonant—warding talisman; Focus—mind barrier
. . Transmutation (Armor, 8 points) Resonant—physical enhancement; Focus—legacy weapon
Occultist (Battle Host) Spells Known (CL 6th; concentration +11)
. . 2nd (4/day)—darkvision, resist energy
. . 1st (5/day)—feather fall, shield
. . 0 (at will)—mage hand, resistance
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Statistics
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Str 22, Dex 14, Con 16/20, Int 17, Wis 12, Cha 14
Base Atk +6; CMB +12; CMD 24
Feats Bodyguard, Combat Reflexes[M], Furious Focus, In Harm's Way, Mounted Combat, Power Attack, Skill Focus (Use Magic Device), Toughness
Traits focused mind, reactionary
skills:
Skills
Appraise +7
Diplomacy +6
Handle Animal +6/+9
Intimidate +6
Knowledge (arcana) +9
Knowledge (local) +7
Knowledge (nobility) +7
Knowledge (planes) +10
Knowledge (religion) +10
Linguistics +7
Perception +12
Ride +6/+9 (+8/+11 to stay in the saddle)
Sense Motive +5
Spellcraft +10
Survival +5 (+8 to provide food and water for allies or to protect allies from harsh weather)
Swim +5
Use Magic Device +14 (+17 with weapons, armor, and shields);
Racial Modifiers +2 Perception, dragon's skills
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling
SQ aid allies, amazing initiative, battle reading, battle skill, elf blood, expert trainer +3, heroic splendor, implements 4, mental focus (12/day), mount (horse named Junebug), order of the dragon, panoply bond
Combat Gear potion of cure moderate wounds potion of lesser restoration potion of levitate wand of cure light wounds +2 full plate +1 greatsword
dagger
mwk lance
amulet of natural armor +1 belt of giant strength +2 boots of striding and springing handy haversack
bedroll, belt pouch, bit and bridle, feed (per day) (5), flint and steel, hemp rope (50 ft.), mess kit, military saddle, pot, saddlebags, soap, torch (10), trail rations (5), waterskin, 157 gp
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Special Abilities
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Occultist: Abjuration (Armor) Abjuration implements are objects associated with protection and wards.
Mind Barrier swift action, block 12 points of damage (2 per level)
Warding Talisman Resonant Power - +2 resistance bonuses to saves (4 focus) Energy Shield (30 damage) (Sp) 1 focus, swift action: Summon energy shield absorbs acid, cold, electricity, or fire damage.
Transmutation (Armor) Transmutation implements can alter the properties of both objects and creatures.
Legacy Weapon Add +2 bonus to weapon, Standard action.
Physical Enhancement Resonant Power - Add +4 enhancement bonus to Con. (6 focus) Quickness (6 rounds) (Sp) 1 focus: target gains supernatural quickenss, as haste, but +2 AC/Reflex saves. Standard Action.
Size Alteration (Sp) 1 focus: increase or decrease a creature's size by one step. Standard Action.
Battle Reading (Su) Use object reading only on weapons, armor, and shields.
Battle Skill +3 Add half level on Use Magical Device checks with armor, weapons, and shields.
Heroic Splendor (1/day) (Su) Give yourself +4 insight bonus to physical stat for 1 minute.
Mental Focus (12/day) (Su) You have a pool of points that activate your focus powers.
Panoply Bond (Su) You bond with a specific weapon, suit or armor, or shield.
Spirit Warrior (1/day) (Sp) Summon spirit of dead warrior to fight with you, as spiritual ally.
Cavalier: Aid Allies +3 (Ex) Aid Another grants +3
Animal Companion Link (Ex) You have a link with your Animal Companion.
Banner +2/+1 (Ex) Allies who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Dragon's Challenge +6 (2/day) (Ex) +6 to damage target, -2 AC vs. others when used, allies gain +2 to hit the target of your challenge.
Dragon's Skills +3 (Ex) +3 to Survival checks for allies.
Expert Trainer +3 (Ex) +3 to train mounts, reduced training time option.
Mythic: Advance (Ex) As a swift action, use 1 power to grant allies in 30 ft a free move action or 5 ft step.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Heroic Block (Ex) When melee attack targets ally, spend 1 power to move up to double speed and aid AC.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Mounted Marshal (Ex) You and mount are treated as flanking any opponent you both threaten.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Feats: Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (3 AoO/round)[Mythic] Can make extra attacks of opportunity/rd, and even when flat-footed.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
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.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack
Racial: Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Focused Mind +2 to Concentration checks
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Junebug - horse companion statblock:
Junebug
Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 25, touch 10, flat-footed 24 (+7 armor, +1 Dex, +8 natural, -1 size)
hp 68 (6d8+30)
Fort +10, Ref +8, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 55 ft. (40 ft. in armor)
Melee bite +8 (1d4+5), 2 hooves +3 (1d6+2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 15, Con 18, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +10; CMD 22 (26 vs. trip)
Feats Heavy Armor Proficiency, Medium Armor Proficiency, Toughness
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel, Stay, Watch
Skills Acrobatics -4 (+0 to jump), Climb +4, Perception +6, Swim +4
SQ attack any target, combat riding, devotion, stay, watch
Other Gear banded mail, cloak of resistance +1
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
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) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.
Watch [Trick] Stands watch over designated area.