Abadar

Theodore "Greyback" Logan's page

333 posts. Alias of Faelar Braegen.


Full Name

Theodore "Greyback" Logan

Race

Halfling Cavalier (Honour Guard / Strategist) 3

Classes/Levels

Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

Gender

Male

Size

Small (3'2" , 36 lb)

Age

23

Special Abilities

Challenge, Sworn Defense, Mount, Order (The Blue Rose)

Alignment

Lawful Good

Deity

Erastil

Languages

Common, Elven, Halfling

Strength 14
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 10
Charisma 16

About Theodore "Greyback" Logan

Initiative : +3
Base Speed : 15 ft (50 ft mounted)
Perception : 8

Defence:

Hit Points : 28 / 28 (Favoured Class bonus x2)
Armour Class : 21 (22 vs Medium creatures and up)
Flat Footed : 18
Touch : 14 (15 vs Medium creatures and up)
Fortitude : 4
Reflex : 4 (5 vs Trample)
Will : 1

Offence:

Base Attack Bonus : 3
CMB : 4
CMD : 16
Aldori Dueling Sword Attack : 7
Aldori Dueling Sword Damage : 1D6+2 (+2 Damage if Non-Lethal)
Challenge : [ ](+3 Damage vs Challenged Foe)

Skills:

Skill : Total (Ability Modifier, Ranks, Class Skill, Traits, Feats)
Diplomacy : 12 (3, 3, 3, 0, 3) (14 vs Unfriendly and Hostile targets)
Handle Animal : 10 (3, 2, 3, 2)
Intimidate : 9 (3, 3, 3)
Knowledge (Nobility) : 7 (1, 3, 3) Background Skill
Perception : 8 (0, 3, 3, 2)
Perform (Oratory) : 9 (3, 3, 3) Background Skill
Ride : 10 (3, 2, 3, 2)
Sense Motive : 5 (0, 2, 3)

Feats:

Skill Focus (Diplomacy) : Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Pack Attack (Combat, Teamwork) : Benefit: When you are adjacent to an ally with this feat, the first time you melee attack an opponent, you can spend an immediate action to take a 5-foot step, even if you have otherwise moved this round.
Combat Expertise : Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Bodyguard : Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.

Traits:

(Race) Helpful: You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
(Campaign) Sword Scion: You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city’s heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.
(Religion) Patient Optimist (Erastil): You know that all things pass in time, and are used to having to repeat arguments multiple times to convince stubborn believers. You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt, you may retry it once.
(Drawback) Vain: You are sensitive about the way others perceive you. Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.

Equipment Carried:

PP : 0 , GP : 0 , SP : 1 , CP : 0

Explorers Outfit : 0 lb
Aldori Dueling Sword : 1.5 lb
Scale Mail : 15 lb
Heavy Wooden Shield : 5 lb
Masterwork Backpack : 1 lb
Small Tent : 5 lb
Shield Sconce : 0.5 lb
Torch x 1 : 0.5 lb
Grooming Kit : 0.5 lb
Masterwork Manacles : 2 lb
Soap : 0.5 lb
Mess Kit : 1 lb
Canteen : 1 lb
Trail Rations x 3 : 3 lb
Meat x 3 : 1.5 lb

Potions :

Total Weight Carried : 38 lb
Light Load : 49.5, Medium Load : 100, Heavy Load : 150

Magic Equipment:

Head :
Face :
Throat :
Shoulders :
Body :
Torso :
Arms :
Hands :
Ring 1 :
Ring 2 :
Waist :
Feet :

Racial Abilities:

Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces fearless.
Outrider: Some half lings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces sure-footed.
Underfoot: Halflings must train hard to effectively fight bigger opponents. Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Honour Guard / Strategist Abilities:

Weapon and Armour Proficiency : Paladins are proficient with all simple and martial weapons, with all types of armour (Heavy, Medium and Light), 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.
Sworn Defense (Ex): At 1st level, whenever an honor guard issues a challenge, he can select one ally as his ward for the duration of the challenge. Whenever the honor guard is adjacent to his ward, he takes a –1 penalty to Armor Class, and the ward receives a +1 dodge bonus to AC. This modifies the challenge ability.
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 Armour 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 benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits 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 4 levels thereafter (to a maximum of five times per day at 17th level).
Intercept (Ex): At 3rd level, an honor guard learns to better disrupt the attacks of his enemies. He gains Bodyguard (Advanced Player’s Guide 151) as a bonus feat, even if he does not meet the prerequisite. In addition, whenever the honor guard uses the aid another action to increase an ally’s Armor Class, the bonus to Armor Class granted by the aid another action increases by +1. This ability replaces cavalier’s charge.

Order of the Blue Rose Abilities:

Edicts: The cavalier must guard against needless violence, protecting both the land and its people from wars they neither started nor wish to fight. He must seek to stop conf lict with a minimum of bloodshed, to encourage peaceful resolutions to disagreements between intelligent creatures, and to mend the wounds opened by battle. He must also honor quarter when he gives it, protecting captives who have surrendered from his own allies if need be.
Challenge: Whenever an order of the blue rose cavalier issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge, if the target is an intelligent creature to whom the cavalier offered the chance to surrender (by taking a standard action to offer terms). This bonus increases by +1 for every four levels the cavalier possesses (to a maximum of +5 at 17th level).
Skills: An order of the blue rose cavalier adds Knowledge (history) (Int) and Knowledge (nobility) (Int) to his list of class skills. Whenever an order of the blue rose cavalier uses Diplomacy to try to mediate a dispute between two parties that do not include him, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Flat of the Blade (Ex): At 2nd level, the cavalier of the order of the blue rose gains the ability to moderate his attacks in order to take an enemy alive. He no longer takes a –4 penalty when attacking with a lethal weapon to deal nonlethal damage. When dealing nonlethal damage, the cavalier receives a +2 bonus on damage rolls. When the cavalier makes use of this ability, he must attempt to subdue his target without killing it; dealing lethal damage after using this ability, or allowing his allies to kill the target, is considered a violation of his edicts.

Backstory:
Theodore grew up in a small community of riders and he quickly outgrew everyone else in the village and the dogs that were trained as their mounts. Determined not to be the only one who couldn't ride he went out looking for his own companion and fell into some trouble on the way. He was assailed by bandits trying to rob him, over confident due to his height amongst he village he stood up to his muggers ... who stoood nearly double his height! The encounter did not go well but luckily as he was being beaten a stranger turned up and intervened with a pack of wolves at his side. The stranger spoke with the bandits at first and Theodore realised that he was trying to diffuse the situation with words alone, "He is either really strong and doesn't want to hurt them, or really weak and doesn't want to be hurt himself!" The muggers laughed at him and charged him, but instantly fled after their leader was defeated instantly, without so much as a look back to make sure they were safe they jumped into the nearby river and were washed downstream. The gentleman resheathed his blade and tended to Theodores wounds, then gave him food until he was able to venture out on his own again. They got talking, the man introduced himself as "D" and a friendship was struck between them. Theodore even followed "D" back to the place he was learning to fight and spent a week training with a blade similar to that of his new friends and how to try to settle disputes before violence is the only result. He learnt the many benefits of trying to make the enemy surrender and how to follow on his own end of the deal that would be struck. During the week together one of D's wolves gave birth to a litter and only 1 pup survived, a pup which D called Rufus and gave him to Theodore. Theodore treasured Rufus and was busy playing with him when D left unannounced. A few days later the swordsmaster of the training dojo asked Theodore to leave as he had outstayed his welcome. So Theodore left a note for D telling him what had transpired and that he had gone back home if he should need him. 4 years had passed since then and Rufus and Theodore had both grown stronger and closer with each other, they trained in combat every day for 4 hours or more. It was during one of these training sessions that the village chief brought Theodore a letter, inside contained a charter to explore some unclaimed lands and a note. The note was from D and he was asking Theodore to participate in the venture as a favour for him, as he could not do so for some reason. Theodore packed immediately and headed off to the meeting place where his new adventure would begin and maybe he would meet his friend again.

Appearance:
Theodore stands at 3'2"; which is quite tall for a member of his race, he is well built and toned from his many years of swardsmanship. He is well trimmed and takes care of his appearance, he has auburn hair; which is tied up in a braided rats tail about 6 inches long, and his goatee has a tinge of more red than brown in it. He keeps his gear polished and sharp.

Hairstyle

Personality:
Theodore is a knight and will always do the honourable thing, if he can resolve a conflict with as little bloodshed as possible, he will try to make sure it is done. Unfortunately he is also very concerned over how people see him, so tries to make sure he always looks his best.

Companion:

Rufus
Male Wolf (Charger) 3
Medium Animal (Wolf)
Init +3; Senses Scent ; Perception +5
--------------------
Defense
--------------------
AC 22, touch 13, flat-footed 19 (+3 Dex, +5 Armour, +4 Natural)
hp 25 (3d8+4)
Fort +5, Ref +6, Will +2
Defensive Abilities
--------------------
Offense
--------------------
Speed 50 ft
Melee Bite +5 (1d6+2 / x2)
Special Attacks Trip
Spell-Like Abilities
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB 4; CMD 17
Feats Light Armour Proficiency, Medium Armour Proficiency, Weapon Focus (Bite)
Skills Acrobatics +4, Perception +5, Survival +5
Gear Scale Mail Barding
Carrying 30 lb (100.25 Mounted), Light Load 87 lb, Medium Load 174 lb, Heavy Load 262.5 lb
--------------------
Special Abilities
--------------------
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Mounted Challenge (Ex): When ridden by a cavalier, chargers gain half of the bonuses and penalties granted by the cavalier's challenge class feature. This ability replaces share spells.
Barding Training (Ex): At 3rd level, a charger’s armor check penalty for wearing barding or for carrying a medium load is reduced by 1 and the maximum Dexterity bonus for its armor and load increases by 1. Reduce the armor check and medium load penalties by an additional 1 for every 6 levels after 3rd; increase the maximum Dexterity bonus for the charger’s armor by an additional 1 for every 6 levels after 3rd. In addition, the charger’s speed does not decrease when wearing medium armor or carrying a medium load.
--------------------
Tricks
--------------------
Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)
{Combat Training DC:20 Attack, Come, Defend, Down, Guard, Heel}
Attack (DC 20): 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.
Come (DC 15): The animal comes to you, even if it normally would not do so.
Defend (DC 20): 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.
Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard (DC 20): The animal stays in place and prevents others from approaching.
Heel (DC 15): The animal follows you closely, even to places where it normally wouldn’t go.