About Talenvere SteelguardMale half elf Cavalier 1
Base Atk +1; CMB +5 ; CMD 16 Feats: Combat Expertise, Skills: (trained) Diplomacy - +8, Handle Animal - +7, Intimidate +7, Ride +5, Sense Motive +4,
Skills (untrained) Traits: Lesser Noble:
You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp— your “birthright,” such as it is. Honorable Champion:
Benefit(s): Once per day, if an effect would compel you to harm an ally, abandon an ally, or break your word, you can attempt a Will save at the usual DC to end the effect. If the effect normally allows a Will save at this point, you can roll twice and take the better result. Languages: Common, Ancient Suloise, Old Oeridian Combat Gear:Light flail, Lance, dagger x2, Scale Mail, Heavy wooden Shield Other Gear: Kit, Cavalier’s Price 23 gp; Weight 112 lbs. This includes 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.
racial traits:
Ability Score Modifiers: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-elves are humanoid creatures with both the human and the elf subtypes. Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size. Base Speed: Half-elves have a base speed of 30 feet. Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. OTHER RACIAL TRAITS Elf Blood: Half-elves count as both elves and humans for any effect related to race.
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:
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. Fireball (horse):
Horse
STARTING STATISTICS HP 15 Size Large; Speed 50 ft.; AC 14 - +1 dex, -1 size +4 natural armor; Attack bite+3 (1d4+3), 2 hooves*-2 (1d6+1); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent. * This is a secondary natural attack, see Combat for more information on how secondary attacks work. 4TH-LEVEL ADVANCEMENT Ability Scores Str +2, Con +2; Special Qualities combat trained.
Tactician Intercept Charge:
Benefit: When an opponent charges your ally with this feat, as an immediate action you can move up to your speed toward any square in the path of the charge. If you end your movement in the path of the charge, the opponent must stop when it becomes adjacent to you and then attack you instead of your ally. Your movement from using this feat counts toward your movement on your next turn. ORDER OF THE SWORD:
Edicts: The cavalier must show courage in the face of danger, mercy to those who have wronged him, and charity to the poor and the meek. He must be just and honorable at all times and in all things. He must defend his honor and, above all else, the honor of those he serves.
Challenge: Whenever an order of the sword cavalier issues a challenge, he receives a +1 morale bonus on attack rolls against the target of his challenge so long as he is astride his mount. The bonus increases by +1 for every four levels the cavalier possesses. Skills: An order of the sword cavalier adds Knowledge (nobility) (Int) and Knowledge (religion) (Int) to his list of class skills. Whenever the cavalier uses Sense Motive to oppose a Bluff check, he receives a competence bonus on the check equal to 1/2 his cavalier level (minimum +1). Order Abilities: An order of the sword cavalier receives the following abilities as he increases in level. By My Honor (Ex)
Mounted Mastery (Ex)
Knight’s Challenge (Ex)
BACKGROUND:
-The Steelguard name goes back into the heights of the Imperium. That fact was drilled into Talenvere's head from his earliest days. His ancestor Atruval Steelguard was the commander of a distant fort when the Backlunish brought down the rain of colorless fire and destroyed much of the empire.
Already tired of the wicked ways of his people, his ancestor led his men, their families and any who would go across the the Hellfurnaces into the Flaeness long ago. What remained of those families were almost scattered when the Oeridians invaded. They settled in what was to Nyrond and eventually came to rule the lands around the small town of Greenplane. As the fifth son in the family he literally was given a choice, the clergy or training for knighthood. His love of animals made him choose the martial route. He has been on a personal "quest" the last year, traveling the lands, learning about the world. Things were going fine, almost perfect really until his squire took ill dying suddenly in the night. He spent the majority of his coin on a traveling merchant, shipping young Tomas' body home. There was a nearby cave you see, said to be haunted and filled with treasure...at least thats what the old innkeeper had said. Its not that he didnt want to do the right thing and return the boy home himself you see, its that he knew if he returned he was liable to never be able to leave again... and he hadnt found enough riches to help his family yet. He wondered what sort of chaos could possibly be in this local cave. It couldnt be that bad.. right?" current status:
hp 14/14 Subdual 14/14 |