Elf

Thanguron Silverheart's page

47 posts. Alias of New England Frost Giant.


Full Name

Thanguron Silverheart

Race

Elf

Classes/Levels

Cavalier/1, HP 10/10 AC:15/16 w/shld T12 FF:13/14 w/ shld Init+4 Perc+4 F:2 R: 2 W:2 CMB:3 CMD:15

Gender

Male

Size

Medium

Age

125

Alignment

LN

Deity

Sarenrae

Location

Kenabres

Languages

Common, Elven, Draconic, Celestial, Sylvan

Occupation

None

Strength 14
Dexterity 15
Constitution 10
Intelligence 16
Wisdom 14
Charisma 14

About Thanguron Silverheart

Traits

Child of the Crusade: Your parents were members of the crusade, as were their parents before them. (If you are an elf, gnome, or other long-lived race, these could be brothers or cousins instead, since it’s possible that the Worldwound simply didn’t exist at a time before you were born.) The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic inf luence. Your parents may be alive still, or they may have perished on a mission—that choice is up to you. You grew up knowing them, though, and their zeal and devotion to the crusade is the primary reason you feel the same way. They’ve told you of other family members who have also been involved in the crusade, and it’s not uncommon for you to meet a distant cousin or long-lost aunt, uncle, or other family member while traveling among the border towns of Mendev. This strong family tie bolsters your mind and sense of belonging to the crusade. Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.

Associated Mythic Path: Marshal. Multiple Characters: If other characters take this trait, you should all be related—you can be siblings, cousins, or even more distant relations, but you should all be aware of this shared lineage. P.5 WotRPG

Warrior of Old: As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on initiative checks. P.62 UCG

Order of the Shield P.36-37 APG

Cavaliers who join the order of the shield devote their lives to protecting the common folk, from the simple farmer to the honest craftsman. These cavaliers stand before the tide, protecting the innocent from roving marauders and hungry monsters.

Edicts: The cavalier must protect the lives and prosperity of the common folk, shielding them from the deprivations of those who would seek to cause them harm or exploit them. He must give charity when it is warranted and aid when needed. He must take no action
that would cause harm or hardship to those who cannot defend themselves.

Challenge: Whenever an order of the shield cavalier issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge if the target makes an attack against a target other than the cavalier. This bonus lasts for 1 minute. The bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the shield cavalier adds Heal (Wis) and Knowledge (local) (Int) to his list of class skills. Whenever an order of the shield cavalier uses the Heal skill on a creature other than himself, he receives a bonus on the check equal to 1/2 his cavalier level
(minimum +1).

Order Abilities: A cavalier belonging to the order of the shield gains the following abilities as he increases in level.

Resolute (Ex): At 2nd level, whenever the cavalier takes damage from a melee or ranged attack while wearing heavy armor, the cavalier can convert 1 point of lethal damage to 1 point of nonlethal damage. He can use this ability once each time he takes damage. This ability cannot be used to convert ability damage, ability drain, or energy damage to nonlethal damage. At 6th level, and every four levels thereafter, the amount of damage the cavalier can convert increases by 1.

Stem the Tide (Ex): At 8th level, the cavalier receives Stand Still as a bonus feat, even if he does not meet the prerequisites. Instead of making a combat maneuver check to stop the creature from moving, a cavalier with this ability can elect to make a normal attack instead. If the attack hits and deals damage, the target must stop moving, just as if the cavalier had made a successful combat maneuver check.

Protect the Meek (Ex): At 15th level, the cavalier can move to intercept foes. As an immediate action, he can move up to his speed (or his mount’s speed, if mounted) and make a single melee attack. This movement provokes attacks of opportunity as normal. The cavalier must end his movement adjacent to an enemy. On his next turn, the cavalier is staggered and cannot use this ability again for 1 round.

Class Features:

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).

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 benef its from his old order. He must then follow the edicts of his new order for one entire level without gaining any benef its 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.

Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a
standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Cavalier’s Charge (Ex): At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier eceives 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.

Banner (Ex): At 5th level, a cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.

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.

Greater Tactician (Ex): At 9th 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. Using the tactician ability is a swift action.

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.

Greater Banner (Ex): At 14th level, the cavalier’s banner becomes a rallying call to his allies. 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. This save is made at the original DC. Spells and effects that do not allow saving
throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.

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.

Supreme Charge (Ex): At 20th level, whenever the cavalier makes a charge attack while mounted, he deals double the normal amount of damage (or triple if using a lance). In addition, if the cavalier confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the cavalier’s base attack bonus.

Racial Abilities

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Chapter 7.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

HP: 10
AC:16 Touch:12 Flat-footed:14
Speed: 30’
Init: +4
Perception +4
BAB: +1
CMB +3
CMD +15

Ability Scores:
Str 14 +2
Dex 15 +2
Con 10 +0
Int 16 +3
Wis 14 +2
Cha 14 +2

Saves:
Fort +2
Ref +2
Will +2

Attacks:
Longsword +3 15 gp, dmg 1d8+3, crit 19–20/×2, weight 4 lbs.,Type S
Shortbow +3 30 gp, dmg 1d6, crit×3, range 60 ft., weight 2 lbs.,Type P

Feats:

Mounted Combat (Combat)
You are adept at guiding your mount through combat.

Prerequisite: Ride 1 rank.

Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate
action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.

Skills:

Bluff (Cha) +2= 2
Climb (Str) +2= 2 ACP-1/-2 with shield
Craft (Int) +3= 3
Diplomacy (Cha) x +2= 6
Handle Animal (Cha) ] [b]x +2= 6
Heal (Wis) ] x +2= 6
Intimidate (Cha) ] x +2= 6
Knowledge (local) (Int) ] x +3= 7
Profession (Wis) +2= 2
Ride (Dex) ] x +2= 6
Sense Motive (Wis) ] x +2= 6
Swim (Str) +2= 2 ACP-1/-2nwith shield

Skill Ranks per Level: 7 x= Indicates initial skill point used.

Gear
Studded Leather Armor 25gp AC+3, Max Dex+5, ACP-1lbs.
Light Steel Shield 9 gp AC+1, ACP-1, Weight 6 lbs.
Arrows (40) 2gp

Other
Riding Horse (free mount)
Bit and Bridle 2gp
Riding Saddle 10 gp

Coin:

PP: GP: 67 SP: CP:

Background Story:
Having lived through the last four crusades, Thanguron lost both his parents to the evil that has plagued the Worldwound. His mother died at the hands of a nalfeshnee during the third crusade, and his father was killed by a marilith during the fourth. His body was severed into several pieces and was almost impossible to identify him on the battle field. His parents forbid him to fight in the crusades because they wanted him to help heal the wounded and study Sarenrae’s teachings to bring favor to the people fighting the evil rising out from the abyss. After his father’s death Thanguron made a commitment to himself, a commitment that he would travel south to the capital city of Nerosyan and train to fight against the demons and other foul creatures plaguing the land. He found his calling when he first entered the city gates, as a small group of men and women of various races riding in unison on graceful steeds. They were dressed in shiny armor which reflected the sun almost blinding him. They each had a different type of weapon slung over their shoulder or strapped to their horses. He bowed respectfully and asked to speak to them. Seeing that a stranger showed them respect, they obliged the young elf. Thanguron explained that he had traveled a long way to seek out professional training in the art of combat and of the troubles being faced in the north. The band of cavalier riders, the “Order of the Shield” looked at him with utmost respect and smiled. One of the riders, a human female with striking blue eyes and Light brown hair introduced herself as Miria Breganmoor. Our order is always on the lookout for fresh recruits. You appear to be as noble a man as any I have encountered in my 24 years of life. Come with us Thanguron, we will take you to see the Order of the Shield master recruiter, Sir Wallen.
For eighteen months Thanguron trained with many types of weapons both simple and martial. He favored the longsword due to its balance and slender blade. For ranged weapons short and longbows were a choice. He trained on different terrain to learn balance and finding good footing. His last achievement he needed to graduate from the academy was to master combat atop horses. This was found to be the hardest challenge he would face in the many months he spent training, but he did succeed with patience and determination. Thanguron graduated with honors, and he knew his parents would have been proud.
So with maybe not the shiny armor he saw on the small group he first saw entering Nerosyan, he set out on his steed Breganmoor. The name of the beautiful young woman who saw potential in a stranger and gave him a chance to succeed at a lifelong dream.
Thanguron entered his home city of Kenabres, seeing that it has grown more in size and population. He made his way to the temple dedicated to Sarenrae and entered its doors seeking brother Ryman Quint. With a hardy handshake and a warm welcome back hug they sat down and spoke of the happenings in the past nineteen months. After their lengthy conversation Thanguron leaves the temple and ventures in to the city he calls home.