About Sopdet-Ka "Stelle"Equipment:
Sashimono of Comfort Booze and Bartending stuffs (Master Work +2) 628 gp Full Plate Armor (mithral) 10,500gp (+9AC, +3 maxdex, -3 armor check penalty, 15’ move, 13lbs) +1 (1,000gp) Heavy Shield (mithral) 1,020gp (+2AC, 4lbs) +1 (1,000gp) Lance, MW 310gp (1d6 x3, 5lbs) +3 Holy (8,000gp, and then some) Hammer, silver MW 21gp (1d3 x2, throw 20’, 1lb) Glaive, cold iron MW 16gp (1d8 x3, 5lbs) Scimitar, cold iron MW 30gp (1d4 (18-20)x2, 2lbs) Composite (+2) Shortbow, MW 575gp (1d4+2 x3, 1lb) w/ quiver (20) arrows Wand of Cure Light Wounds 750gp (49chgs) (with Florence) silk fabric for banner, 20 gp Expensive Inks, group funds Dungeoneering Kit Deluxe, 130 gp Collapsable Plank, 4 sp Hot Weather Outfit, 8 gp Food, 20gp Masterwork Snorkel, 5 gp Bedroll, 1 sp Blanket, 5 sp Cavalier's Kit, 23 gp Scarab of Mummy Defense .....This gold amulet is fashioned in the shape of a winged scarab beetle holding a large ruby that represents the solar disk. The scarab grants its wearer a +4 bonus on saving throws against fear effects, and enables its wearer to detect any mummy within 60 feet, although he must concentrate as a standard action to use this ability. In addition, anytime the wearer would be affected by a curse or disease effect, the scarab of mummy defense can absorb the effect with no harm to the wearer. Upon absorbing 12 such effects, the scarab turns to dust and is destroyed. An effect that’s both a curse and a disease, such as mummy rot, is considered a single effect for these purposes. Life Lantern Eyes of the Eagle (+5 to perception check) Cloak of Resistance +1 (1,000gp) Magnifying Glass Silk Rope Torch (x6) Haversack Sleeve of Many Garments Amulet of Natural Armor +3 Belt of Dexterity +2 Belt of Giant Strength +6 Saves:
Fort: +13 (+1 Con, +Cloak, +Luck) Reflex: +12 (+3 Dex, +Cloak, +Luck, +2 Belt of Dex) Will: +8/+15 vs. Fear (+Blood of Pharaohs, +Luck, +Cloak, +2 Fearless, +4 Banner) Battle Stats, Traits:
Size: Small Speed: 20 AC: 31 (+3 Shield, Size, Amulet of Nat. Armor +3, Dodge) flat footed = 24 (Size, +10 plate armor, Amulet of Nat. Armor +3),Touch = 14 (+3 dex, +1 Size) BAB: (+16/+11/+6/+1) (+5 Str, +3 Lance, -4 PA) CMB: +20 (BAB,+Str, -Halfling) CMD: 33 (-Halfling) Hits: 91 Skill Points: 4+ Int Hit Die: 1d10 Weapon Proficiency:
Halfling
Racial Traits:
Other Traits:
Order of the Dragon:
Mount: -- Loyal and trusty steed, Anubis-Ka ("Annie") Order: Challenge: (4x/day at 10th) Allies receive +3 melee Attacks on target of threaten +8 damage to the challenged, who is -2 AC vs everyone else also targeting challenged Tactician: 2x/day
Cavalier's Charge:
Expert Trainer:
Banner: (Indigo background with brilliant Silver Sparkly Star in center)
Greater Tactician: Distracting Charge -- allies gain a +2 bonus on their next attack roll against the target of an ally's charge Mighty Charge Double the threat range of any weapons wielded during a charge while mounted. 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 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. Greater Banner Order Abilities:
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. Act as One At 15th level, the cavalier can spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round. A cavalier can use this ability once per combat.
Skills (7/lvl):
Acrobatics (Dex) : +3 Bluff* (Cha) +16 (10 rank) Climb* (Str) : +8 (1 rank) Craft* (Int) : +0 Diplomacy* (Cha) : +16 (10 rank) Handle Animal* (Cha) : 12/+16 (+4 for mountable beasts) (6 rank) Intimidate* (Cha) : +3 Know: History: +9 (9 rank) Local: +1 (1 rank) Nobility*: +5 (+1 Blood of Pharaohs) (1 rank) Linguistics: +1 (1 rank) Religion: +1 (1 rank) Arcana: +4 (4 rank) Perception (Wis) : +23 (16 rank, +5 Eagle Eye Glasses, +2 Halfling) Profession* (Bartender) (Wis) : +8/+10 (5 rank) (+2 using MW kit) Ride* (Dex) : +19 (16 rank) Sense Motive*: +20 (16 rank) Stealth (Dex) : +3 Survival* (Wis) : +11/+15 (+4 when providing Food/Water/Protection from harsh weather) (8 rank) Swim* (Str) : +5 Feats (5):
Power Attack (Bonus Combat Feat) Mounted Combat Ride-By-Attack Spirited Charge Shield Bash Osirianology (Free) Blades Above and Below (Bonus, Tactician class feature) Distracting Charge (Bonus, Greater Tactician class feature) Dodge Barroom Brawler Combat Reflexes Combat Expertise Animal Companions:
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