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Full Name

Forfax

Race

Aasimar

Classes/Levels

Warrior 1/Cavalier 4, HP 36/39, AC 18, T 13, FF 15, Init +9, Perc +10, Fort +7, Ref +5, Will +3

Gender

Male

Size

Medium

Age

79

Special Abilities

Darkvision-60 ft, Skilled, Spell-Like Ability-Daylight, Celestial Resistance, Scion of Humanity

Alignment

NG

Languages

Common

Occupation

Farmer

Strength 18
Dexterity 17
Constitution 14
Intelligence 12
Wisdom 12
Charisma 17

About Forfax

Forfax Demaskis:

Aasimar Warrior 1/Cavalier 4
Order of the Dragon
NG Medium Outsider (native) and Humanoid (human)
Init +9; Senses Darkvision 60ft, Perception +10
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Defense
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AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 39 (4d10+8+4)
Fort +7, Ref +5, Will +3
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Offense
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Speed 30 ft. (20 ft. w/armor)
Melee Pitchfork +8 (1d8+6/x3) and
MWK Bill +9 (1d8+6/x3) and
Unarmed strike +8 (1d3+4/x2)
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Statistics
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Str 18, Dex 17, Con 14, Int 12, Wis 12, Cha 17
Base Atk +4; CMB +8; CMD 21
Feats Improved Initiative, Power Attack
Tactician Bonus Feats Precise Strike
Traits Reactionary, Snake Hater, Heavenly Touch (DM Bonus)
Skills Acrobatics +0, Handle animal +9, Intimidate +10, Knowledge (Dungeoneering) +8, Perception +10, Profession (Farmer) +5, Ride +10, Sense Motive +5
Languages Common
Combat Gear Cavalier's Kit, Shabby Wide Brimmed Hat, Peasant's Outfit, Donkey, Horse, Pichfork, Scale Mail, MWK Bill, +1 Cloak of Resistance, 14 gp
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TRACKED RESOURCES
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Special Abilities
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Skilled-+2 racial bonus on Diplomacy and Perception checks
Spell-Like Ability-daylight once per day
Celestial Resistance-acid resistance 5, cold resistance 5, and electricity resistance 5
Scion of Humanity-Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native)and a humanoid (human) for any effect related to race. Including feat prerequisites and spells that affect humanoids. He can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Reationary Trait-+2 to Initiative checks
Snake Hater Trait-+2 trait bonus on Knowledge (dungeoneering) checks and Knowledge (dungeoneering) is always a class skill for you.
Challenge-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.
Aid Allies (Ex)-At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.
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.

Scout:

Horse Animal Companion 4
NG Large Beast (Horse)
Init +5; Senses Low-Light Vision, Scent, Perception +8
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Defense
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AC 17, touch 11, flat-footed 16 (+1 Dex, +6 Natural Armor)
hp 28 (4d8+8)
Fort +5, Ref +4, Will +2
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Offense
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Speed 50 ft.
Melee Bite +7 (1d4+4/x2) and
2 Hooves +7 (1d6+4/x2)
Bonus Trick-Defend
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Statistics
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Str 18, Dex 14, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +7; CMD 19
Feats Improved Initiative, Light Armor Proficiency, Power Attack
Skills Acrobatics +6, Climb +7, Intimidate +1, Perception +8, Stealth +6, Survival +3
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TRACKED RESOURCES
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Special Abilities
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Defend (Trick): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Attack (Trick): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.